As of the last posting, I've kind-of-played through
the initial parts of Clancy's story. Now it narrows
down to five AS-6 Kingfish against the CIWS and the
damage control of one carrier.

The AEGIS cruiser is shot dry, other SAMs had their
chance, jammers were activated, and chaff was fired,
to bring the strike down from the original 140 AS-6 
to 30. Arbitrarily, the Nimitz got four of them (a 
5th one gets decoyed by chaff, which the GURPS rules
already had used). 

> Weapon Weight Volume Cost     Power WPS   VPS   CPS        TL
> AS-6     -      -     -       neg.  8,800 176   $2,700,000 7
>
> Weapon Warhead Guid.   Type  Damage        Spd.  End. Max.    Skill
> AS-6   SAPHE   BARHMU  cr.   6d*133(0.5)   1,250 425  531,250 21
>                   plus exp.  6d*5,743[12d]

* The Phalanx is a 20mm six-barrel gatling firing at
  RoF 50-75. I believe this is not variable but rather
  a difference in models, but I'm picking RoF 60 for 
  ease of calculations.

Weapon       Weight Volume Cost    Power  WPS VPS   CPS   TL
20mm Gatling 300    6      $19,000 3.6    0.4 0.004 $6(1) 7
  Ammo Type: (1) APDS.

Weap         Ammo Malf. Type Damage  SS Acc 1/2D  Max   RoF
20mm Gatling APDS ver.  cr.  6d*5(2) 20 16  2,250 9,150 60*

  I'm assuming a fully stabilized, universal mount in a 
  limited-traverse turret. 

* Fire control is a TL7 C4 mainframe dedicated to C4 gunner 
  plus a C1 small computer running C1 targeting. That gives
  skill 12.

* The CIWS has two radars, one for search and one for fire 
  control. I'm assuming that the fire control can track a 
  SM+2 missile at 5 miles (-22) in a heavy EW environment 
  (-4) for a nominal range of 70 miles. That would be a 
  350-lb. radar for targeting alone, but the multi-ton 
  weight of the system has to come from somewhere.

* The infrared system is a more recent addition.

* Any hit on the missile is a kill, and the chances of a 
  PD-based defense roll are too low to matter.

* If the CIWS had a turn for aiming, the roll to hit the 
  missile is 
    12 for skill
  + 12 for min(Acc, skill)
  +  2 for radar ranging
  + SM (3 for a Kingfish, 2 for lesser missiles)
  - speed/range

  At 1,250 yards and speed 1,250, the roll is 10.
  At 2,500 yards, the roll is 9.
  At 3,750 yards, the roll is 8.

  To hit with one round out of the burst, it is enough to
  fail the roll by -2, and there are 3 rolls per turn. So
  the odds of scoring at no hit out of three turns of fire 
  are 
  
  0.5^3 * 0.375^3 * 0.259^3 = 0.011%, a near-certain kill,
  but doing so occupied the Phalanx for four turns. Since
  there are more incoming missiles than Phalanx units on 
  a carrier, better make it two or just one turn of fire.
  One turn of aiming and one turn of fire would give a 
  kill probability of 87.5%.

* Clancy gave us two successful CIWS firings, one case of 
  a late miss by chaff (the Vehicles system made that one
  roll upon entering the cloud), and two missiles not 
  engaged due to a software bug. Call it a crit failure.

* Even so, four simultaneous missiles from the same face 
  could have overloaded the CIWS of that arc. Assume two
  Kingfish hit ... 

There are two separate attacks, doing 6d*133(0.5) crushing
damage, average 2,793(0.5), followed by 6d*5,743 explosive
damage, average 120,603, and 12d cutting damage, repeated 
12 times for a SM+12 target (VE190), average 504d.

* I don't know the DR of a modern carrier, but looking at 
  WWII for a gut feeling, it will be less than DR 1,400, 
  so the kinetic part of the attack goes through to turn
  the remainder into an internal explosion.

* Under the basic vehicle damage rules, this will be some
  15% of the body HP. (A hit on the superstructure would 
  bring that subassembly below 0 HP.)

* There is no chance of disabling the body, or flooding it
  to any significant degree, even if the strikes were at 
  the waterline. 

* The attack counts as a flame attack, so there will be two
  fires. Starting the fire could only fail on attacks doing
  less than 18 points of damage.

  Each fire does 2d-4 per ten seconds. Forget that. 

  It will be critical if the carrier has a fire suppression
  system or a fire extinguisher. Fire suppression would get
  a roll to quench the fire immediately, and this roll is 
  certain to work since there will be more than one system
  at work. A fire extinguisher is certain to work after 10
  turns, which will be a critical difference ...

  There are 0 or 10 rolls of 1d, and on a six 1d shots of 
  ammunition explode. With mere fire extinguishers, there
  is an 84% chance of at least one ammunition explosion, 
  which would be a flame attack starting a separate fire 
  in its own right, with an average of 1.67 explosions
  involving 5.83 weapons, so this could snowball ...

* Regardless of the firefighting gear, each of the Kingfish
  did more than 5% of body HP in damage, so it will get an 
  1d roll which explodes ammo on a 5-6. 

* If the exploding ammo are cannon rounds or AAMs, nothing
  really bad will happen, but once the explosion involves 
  ordnance to the tune of 1,000-lb. bombs or worse, the 
  ammo explosion will exceed 5% of body HP itself. 

  Since there is only one check for ammo explosions under 
  this part of the rules, the effect will wind down. 

* Assuming the vehicle designer did the smart thing under 
  the rules and mounted fire suppression, the strike from 
  two missiles should do somewhere between 15% and 25% of 
  body HP. That would mean a carrier can survive two or 
  even four Kingfish, but ten of them should sink it.

In the Clancy story, Foch and Saipan went down, and Nimitz
and Saratoga were battered. 

There are some lessons for a 'rules-optimized' rather than
'historical' carrier in this:

* The Tomcats should have degraded the raid, but you can't
  count on that. Even without a successful feint, they may
  be away on an offensive mission.

* Another AEGIS would have helped. It was a three-carrier 
  battlegroup, after all. 

* Four CIWS are not enough, and it should be simple to 
  find the space for eight or twelve.  

* Proper fire suppression is critical. This is a case of 
  one bug in the system countering another -- fire is too
  lethal and firefighting too easy.
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